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Kai Zhang; Jingying Chen; ZongKai Yang – Education and Information Technologies, 2025
Over the past decade, a large number of literature reviews have explored the effectiveness of virtual reality technology as applied to children with autism spectrum disorder (ASD), but there has been a lack of scope focus on different types of virtual reality systems in assessment and intervention for children aged 3-12 years and a lack of…
Descriptors: Computer Simulation, Children, Autism Spectrum Disorders, Intervention
Nooshin Darvishinia; Ambyr Rios; J. Spencer Clark – Journal of Interactive Learning Research, 2025
This systematic literature review explores the impact of Virtual Reality (VR) on STEM education, focusing on the enhancement of student learning outcomes. Our findings reveal that VR's immersive and interactive features significantly improve student understanding, retention, and engagement. Key features of effective VR applications include…
Descriptors: STEM Education, Computer Simulation, English Learners, Technology Uses in Education
Rohaida Mazlan; Zamri Mahamod; Khairul Azhar Jamaludin – Journal of Education and Learning (EduLearn), 2025
In recent years, the flipped classroom model has garnered significant attention in education, marking a shift from conventional teaching methods to a more student-centered approach. This systematic review delves into the implementation of flipped classrooms and their influence on educational environments. The focus is on effective teaching…
Descriptors: Flipped Classroom, Blended Learning, Technology Uses in Education, Gamification
Mohd Hazim Afiq Kalana; Syahrul Nizam Junaini – Journal of Education and Learning (EduLearn), 2025
Technological advancements have popularized "gamification" in recent years, yet few studies have explored its connection to the technology acceptance model (TAM). This paper aims to enhance understanding of the relationship between gamification and TAM by systematically reviewing current research trends. Employing a systematic literature…
Descriptors: Gamification, Technology Integration, Research, Research Methodology
Wenxue Yan; Minhua Ma – Journal of Educational Multimedia and Hypermedia, 2023
Despite a large number of augmented reality (AR) picture books available on the market, their quality varies. The aim of this study is to analyse AR picture books' features, benefits and drawbacks through a review of academic literature and award-winning commercial works on the subject and to provide insight into future trends. Our approach has…
Descriptors: Computer Simulation, Picture Books, Educational Technology, Technology Uses in Education
Xu, Wei; Dai, Tao-Tao; Shen, Zhi-Yi; Yao, Yu-Jia – Interactive Learning Environments, 2023
In recent years, more and more technical tools have been introduced into various museums, bringing new opportunities and challenges for the research of museum learning. Whether the application of these technologies can effectively improve the effects of museum learning has become a major problem perplexing museum learning researchers. In this…
Descriptors: Museums, Educational Technology, Technology Uses in Education, Program Effectiveness
Gulnur Sattar; Saltanat Rustemova; Zhanar Nebessayeva – Open Education Studies, 2025
This review examines the integration of socially interactive methods and digital technologies into art education to deepen students' perception and understanding of artists' creativity, as well as to develop critical thinking and analytical skills. The study synthesizes existing literature, theoretical frameworks, and case analyses to explore the…
Descriptors: Educational Technology, Technology Uses in Education, Art Education, Artists
Mochamad Kamil Budiarto; Asrowi; Gunarhadi; Sunardi; Abdul Rahman – Journal of Learning for Development, 2025
The lack of innovative implementation of digital learning media presents obstacles to accessing course materials, leading to unequal learning opportunities among students and, subsequently, lower graduate competencies. This study aimed to review the research studies on the effects of implementing digital learning media in various formats and its…
Descriptors: Educational Technology, Technology Uses in Education, Telecommunications, Handheld Devices
Emily M. Erb; Gabrielle T. Lee – British Journal of Special Education, 2025
Both virtual reality (VR) and augmented reality (AR) technology have shown potential for the instruction of people on the autism spectrum by simulating real-world experiences in a safe and controlled environment. However, numerous reports indicate that this type of research has included few participants with intellectual disability (ID). The…
Descriptors: Computer Simulation, Technology Uses in Education, Autism Spectrum Disorders, Intellectual Disability
Irene Trapero-González; José-María Romero-Rodríguez; Francisco-Domingo Fernández-Martín; Santiago Alonso-García – Knowledge Management & E-Learning, 2025
Educational robotics is presented as a resource increasingly present in the early childhood education stage, allowing the development of STEM competences in a practical and motivating way. Due to the evolution of its use in the classroom, the aim of this paper was to analyse and evaluate research on robotics applied to early childhood education.…
Descriptors: Robotics, STEM Education, Early Childhood Education, Educational Research
Sandra-Inés Trujillo-Juárez; Ricardo Chaparro-Sánchez; Adelina Morita-Alexander; Alexandro Escudero-Nahón; Alexandra Delgado-González – Discover Education, 2025
This research aims to conduct a systematic and rigorous review of published articles on how the diagnosis and the design of micro-courses can enhance teachers' digital competence in universities and higher education institutions. The objective is to synthesize existing evidence on training strategies for Teacher Digital Competence in higher…
Descriptors: Technological Literacy, Teacher Competencies, Faculty Development, College Faculty
Güney, Kaan – Research in Social Sciences and Technology, 2023
This paper intends to explore the various ways in which social media can be used to enhance learning and engagement, as well as the potential challenges and risks that may arise. The study focuses on face-to-face formal K-12 education which is a system that generally covers 12 grades including primary and secondary schools. The manuscript provides…
Descriptors: Social Media, Educational Technology, Elementary Secondary Education, Program Effectiveness
Amy Meenaghan; Iris van Sintemaartensdijk – Smart Learning Environments, 2024
XR technology (an umbrella term that incorporates virtual reality (VR), augmented reality (AR), mixed reality (MR), and in some opinions, 360 immersive video) offers considerable potential for supporting learning in the criminal justice sector. The use of XR can allow students and trainees to experience hard-to-reach, risky and dangerous…
Descriptors: Computer Simulation, Video Technology, Technology Uses in Education, Educational Technology
Peidi Gu; Fang Xu; Lingwei Chen; Zijie Ma; Madian Zhang; Yi Zhang – Education and Information Technologies, 2025
Conversational skills, which are essential for effective social interactions and typically pose difficulties for individuals with autism spectrum disorder (ASD), include abilities such as initiating topics, engaging in back-and-forth dialog, and responding to conversational cues. Chatbots have been used in mental health fields, and the development…
Descriptors: Technology Uses in Education, Artificial Intelligence, Interpersonal Communication, Communication Skills
Bünyamin Ispir; Ali Yildiz – Online Submission, 2023
The purpose of this study is to analyze the findings of studies on digital storytelling in the field of classroom education in Turkey using the systematic review method and determine the type of distribution that exists. The study analyzed 36 scientific publications made until the end of 2021. ERIC, Web of Science, Ulakbim, Google Scholar and…
Descriptors: Foreign Countries, Story Telling, Educational Technology, Technology Uses in Education

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